Deep learning for procedural content generation

J Liu, S Snodgrass, A Khalifa, S Risi… - Neural Computing and …, 2021 - Springer
Procedural content generation in video games has a long history. Existing procedural
content generation methods, such as search-based, solver-based, rule-based and grammar …

Level generation through large language models

G Todd, S Earle, MU Nasir, MC Green… - Proceedings of the 18th …, 2023 - dl.acm.org
Large Language Models (LLMs) are powerful tools, capable of leveraging their training on
natural language to write stories, generate code, and answer questions. But can they …

Generating and blending game levels via quality-diversity in the latent space of a variational autoencoder

A Sarkar, S Cooper - Proceedings of the 16th International Conference …, 2021 - dl.acm.org
Several works have demonstrated the use of variational autoencoders (VAEs) for generating
levels in the style of existing games and blending levels across different games. Further …

Procedural level generation with diffusion models from a single example

S Dai, X Zhu, N Li, T Dai, Z Wang - … of the AAAI Conference on Artificial …, 2024 - ojs.aaai.org
Level generation is a central focus of Procedural Content Generation (PCG), yet deep
learning-based approaches are limited by scarce training data, ie, human-designed levels …

Procedural content generation via knowledge transformation (PCG-KT)

A Sarkar, M Guzdial, S Snodgrass… - IEEE Transactions …, 2023 - ieeexplore.ieee.org
In this article, we introduce the concept of procedural content generation via knowledge
transformation (PCG-KT), a new lens and framework for characterizing PCG methods and …

Lode Encoder: AI-constrained co-creativity

D Bhaumik, A Khalifa, J Togelius - 2021 IEEE Conference on …, 2021 - ieeexplore.ieee.org
We present Lode Encoder, a gamified mixed-initiative level creation system for the classic
platform-puzzle game Lode Runner. The system is built around several autoen-coders …

Exploring level blending across platformers via paths and affordances

A Sarkar, A Summerville, S Snodgrass… - Proceedings of the …, 2020 - ojs.aaai.org
Techniques for procedural content generation via machine learning (PCGML) have been
shown to be useful for generating novel game content. While used primarily for producing …

Towards game design via creative machine learning (GDCML)

A Sarkar, S Cooper - 2020 IEEE Conference on Games (CoG), 2020 - ieeexplore.ieee.org
In recent years, machine learning (ML) systems have been increasingly applied for
performing creative tasks. Such creative ML approaches have seen wide use in the domains …

Sequential segment-based level generation and blending using variational autoencoders

A Sarkar, S Cooper - Proceedings of the 15th International Conference …, 2020 - dl.acm.org
Existing methods of level generation using latent variable models such as VAEs and GANs
do so in segments and produce the final level by stitching these separately generated …

Conditional level generation and game blending

A Sarkar, Z Yang, S Cooper - arxiv preprint arxiv:2010.07735, 2020 - arxiv.org
Prior research has shown variational autoencoders (VAEs) to be useful for generating and
blending game levels by learning latent representations of existing level data. We build on …